bbf3731cf4
* Add margins all around the board for better aestetics. * Add room for scoring * Because the texture atlas is a 32x32 grid, we can manipulate textures as positions on that grid and only create a rectangle for that texture in the rendering code. * Avoid hardcoded values in the rendering code.
103 lines
2.8 KiB
C++
103 lines
2.8 KiB
C++
#pragma once
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#include <memory>
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#include <string>
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#include <SDL2/SDL.h>
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struct SDL_Window_Deleter {
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void operator()(SDL_Window * window) {
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SDL_DestroyWindow(window);
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}
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};
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struct SDL_Renderer_Deleter {
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void operator()(SDL_Renderer * renderer) {
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SDL_DestroyRenderer(renderer);
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}
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};
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struct SDL_Surface_Deleter {
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void operator()(SDL_Surface * surface) {
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SDL_FreeSurface(surface);
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}
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};
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struct SDL_Texture_Deleter {
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void operator()(SDL_Texture * texture) {
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SDL_DestroyTexture(texture);
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}
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};
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struct TextureSize {
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int width;
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int height;
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};
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class PacMan;
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class Pellets;
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//class Position;
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class SuperPellets;
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class GameWindow {
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public:
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explicit GameWindow();
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void update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets);
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private:
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static constexpr int16_t SCALE_FACTOR = 1;
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static constexpr int16_t LEFT_MARGIN = 40;
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static constexpr int16_t TOP_MARGIN = 40;
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static constexpr int16_t BOTTOM_MARGIN = 40;
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static constexpr int16_t MAZE_WIDTH = 448;
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static constexpr int16_t MAZE_HEIGHT = 496;
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static constexpr int16_t SCORE_WIDTH = 200;
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static constexpr int16_t DEFAULT_TEXTURE_WIDTH = 32;
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static constexpr int16_t DEFAULT_TEXTURE_HEIGHT = 32;
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static constexpr float TEXTURE_SCALE_FACTOR = 0.5;
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std::unique_ptr<SDL_Window, SDL_Window_Deleter> window;
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std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter> renderer;
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std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> maze_texture;
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> sprite_texture;
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SDL_Window * createWindow(int width, int height);
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SDL_Renderer * createRenderer(SDL_Window * window);
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void createWindowSurface(SDL_Window * sdl_window);
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static void initSDL();
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static void initSDLImage();
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static void setDrawColor(SDL_Renderer * sdl_renderer);
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static void exitFailure(const std::string & message);
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static void exitImgFailure(const std::string & message);
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static std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
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loadTexture(SDL_Renderer * sdl_renderer, const std::string & path);
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void renderMaze() const;
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void renderPacMan(const PacMan & pac_man) const;
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void renderPellets(const Pellets & pellets) const;
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void renderSuperPellets(const SuperPellets & superPellets) const;
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//static SDL_Rect targetRect(const Position & position, int pixel_increase);
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SDL_Rect windowDimensions() const;
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// Given an x - y coordinate of a texture in the assets file,
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// returns a rectangle for the whole texture.
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// Assumes texture are laid out in a 32x32 grid
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SDL_Rect textureGeometry(SDL_Point) const;
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void renderTexture(SDL_Texture * texture, const SDL_Rect & src, SDL_Point) const;
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void renderTexture(SDL_Texture * texture, const SDL_Rect & src, const SDL_Rect & target) const;
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};
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